Hunted outlaws

Discussion and development of scenarios and campaigns for the game.

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tamanegi
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Re: Hunted outlaws

Post by tamanegi »

OK, it maybe a simple mistake because your first scenario is correct. :)
Anyway, let's read the explanation of the EXTRA_SCENARIO_MUSIC macro.
https://www.wesnoth.org/macro-reference ... -utils.cfg

The error message is somewhat indirect; "event" is used in that macro.
(macros maybe in data/core/macros in the install directory, you can read them. ;) )
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Lordlewis
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Re: Hunted outlaws

Post by Lordlewis »

Just saying, I am working on the last level. I hope it doesn't seem like I've abandoned this campaign.
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The_Gnat
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Re: Hunted outlaws

Post by The_Gnat »

Lordlewis wrote: June 17th, 2018, 4:10 am Just saying, I am working on the last level. I hope it doesn't seem like I've abandoned this campaign.
Yes it certainly takes time to make things and with a busy real life it is easy for months to pass. :) The campaign has turned out really good! It is great to have people using my era in their campaigns!
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Lordlewis
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Re: Hunted outlaws

Post by Lordlewis »

The_Gnat wrote: June 30th, 2018, 3:05 am The campaign has turned out really good! It is great to have people using my era in their campaigns!
Thanks, also I may only post on this thread when's there's either an update or an issue I can't solve.
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Lordlewis
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Re: Hunted outlaws

Post by Lordlewis »

I have released an update which updates some parts of the last scenario, adds one more dialogue scenario and adds dialogue to the first scenario with dialogue.
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shumw
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Re: Hunted outlaws

Post by shumw »

The addon doesn't use reign of the lords era correctly. To fix this add the following line between your campaign tags in main:

Code: Select all

extra_defines=LOAD_ROTL_CAMPAIGN_UNITS
You will then just need to prefix units used you want from that addon with ROL in all scenarios. (Note: Level zero units do not seem supported: you could use custom units there. Your campaign currently uses a variation of dunefolk so they need to be changed to the base unit then prefixed.)
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Lordlewis
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Re: Hunted outlaws

Post by Lordlewis »

Okay thanks for picking that up, I'm not the best when it comes to the really technological coding. Just wondering, game play wise, is the campaign good?
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The_Gnat
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Re: Hunted outlaws

Post by The_Gnat »

Lordlewis wrote: August 31st, 2018, 6:44 am Okay thanks for picking that up, I'm not the best when it comes to the really technological coding. Just wondering, game play wise, is the campaign good?
I think the campaign is good! :D If you were to change something probably adding more dialogue would be cool! Maybe a side character as well that he can talk to. 8)
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Lordlewis
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Re: Hunted outlaws

Post by Lordlewis »

I'm slowly discovering how to make the dialogue seem a little more, realistic, but I can't find out how to make the choices in some of the dialogue. The side characters also would have more of a purpose if I could do multiple choice questions. I've worked on the campaign a bit but haven't exactly updated, I'm currently doing a test run to see if it's difficult enough.
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The_Gnat
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Re: Hunted outlaws

Post by The_Gnat »

Lordlewis wrote: October 17th, 2018, 8:28 am I'm slowly discovering how to make the dialogue seem a little more, realistic, but I can't find out how to make the choices in some of the dialogue. The side characters also would have more of a purpose if I could do multiple choice questions. I've worked on the campaign a bit but haven't exactly updated, I'm currently doing a test run to see if it's difficult enough.
This is how I make choices. It is pretty simple! :D

1st write a message: (as seen below)

Code: Select all

	
	[message]
			speaker=Groder
			message=_"That is a hard choice..."
	[/message]
2nd add some options inside the message tag: (as seen below)

Code: Select all

	[message]
			speaker=Groder
			message=_"I have made up my mind... "
			
			[option]
				label= _ "The only solution now is to retreat east. Load the gold upon the convoys!"
			[/option]
			[option]
				label= _ "We must fallback to the garrison and defend it."
			[/option]
			[option]
				label= _ "We are loosing! !!! We must surrender ourselves before we die!"
			[/option]
	[/message]
3rd add a command inside each option: (as seen below)

Code: Select all

	[message]
			speaker=Groder
			message=_"I have made up my mind... "
			
			[option]
				label= _ "The only solution now is to retreat east. Load the gold upon the convoys!"
				[command]
					# if you decide this then the level ends immediately and it goes to the EAST scenario
					[message]
						side=1
						message=_"Good sire! We will head there now!"
					[/message]	
					[endlevel]
                        			result=victory
                       				next_scenario=05a_Muff_Malals_Peninsula
                        			bonus=yes
                        			{NEW_GOLD_CARRYOVER 40}
                    			[/endlevel]
                    		[/command]
                   	 [/option]
                   	 [option]
                    		label= _ "We must fall back and defend the garrison"
                    		
                    		[command]
                    			# show a new objective
                    			[objectives]
                    				side=1
							[objective]
								description= _ "Survive until turn 25"
								condition=win
							[/objective]
							[objective]
								description= _ "Loose the Garrison"
								condition=lose
							[/objective]
							[objective]
								description= _ "Die"
								condition=lose
							[/objective]
					[/objectives]		
				[/command]
			[/option]
			[option]
				label= _ "We are loosing! !!! We must surrender ourselves before we die!"
				[command]
					# if you decide this then a soldier tells you that you are being dumb and the current objective remains
					[message]
						side=1
						message=_"But Sire...! That is a terrible plan!"
					[/message]		
				[/command]
			[/option]
	[/message]
Hopefully this helps! (I haven't tested this code but it should work unless I made a silly syntax error)
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Lordlewis
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Re: Hunted outlaws

Post by Lordlewis »

Thanks that does help a lot, also I've been updating the add-on randomly whenever I finish dialogue with a couple scenarios.
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The_Gnat
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Re: Hunted outlaws

Post by The_Gnat »

Lordlewis wrote: October 20th, 2018, 1:52 am Thanks that does help a lot, also I've been updating the add-on randomly whenever I finish dialogue with a couple scenarios.
Glad to help! And great updates are always good! :D
white_haired_uncle
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Re: Hunted outlaws

Post by white_haired_uncle »

lua errors on several scenario beginnings, seems to be when the dialog says something like "this text needs update" - log attached.

S02: enemey -> enemy

S08: baring -> bearing

I think help is broken for Dune burner / scorcher. Burner doesn't advance, scorcher advances from burner.

Is Rharyn supposed to be a leader? He starts as level one with leadership, but there are no level zero units to lead. He loses leadership when advancing to level two.
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Lordlewis
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Re: Hunted outlaws

Post by Lordlewis »

I'm still figuring things out here, I'm a novice with little time. I'm not sure why he doesn't get leadership when he advances and I don't know the full cause of the lua errors but it hasn't affected my game in any way.
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